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Topic: Game Master IS System: One (of many) Types of Gaming
Started by: Doctor Xero
Started on: 7/22/2004
Board: RPG Theory


On 7/22/2004 at 5:41pm, Doctor Xero wrote:
Game Master IS System: One (of many) Types of Gaming

in the proposition: background and foreground thread, lumpley wrote: If I say "my guy punches through the drywall," what has to happen among the real people playing before we all agree that yes, my guy punches through the drywall?

It might be rolling dice. It might be comparing strength values. It might be an argument about whether my guy "really could" punch through drywall. It might be nothing but nods - of course he does. It might be we all turn to the GM for a yea or nay. I might have to bribe the GM with Yoo-Hoo or sexual favors! It might take a lot of effort and attention, it might be invisible. Whatever it is, that's our game's System at that moment.

There have been a number of threads which touch on the value if any of having a game master, particularly (but not exclusively!) the value of a simulationist game master but generally for all CA. One concern raised by some is the fear of the game master functionary using force or deprotagonizing players. This concern has always seemed inaccurate to me, at least for some definitions of game master if not for all, but I had trouble conveying successfully why it struck me as an inaccurate concern.

Reading Lumpley's comments provoked a possible insight.

I will use as an example a game I had run not more than a year ago.

The players came up to me and told that they wanted to play in a fantastical secret agent campaign and asked me if I would run it for them. They then took pains to tell me that they didn't care what system I chose, whether I designed one myself or used a pre-existing system, nor whether I used any gaming system textbook at all. What they cared about was being in a fantastical secret agent campaign and that I run it. Nothing more.

I didn't want to juggle impromptu the incredible number of factors in a game setting, so I came up with a streamlined system of my own and then gave them a write-up of the basic game mechanics. But I noticed as I ran the game that they never consulted the write-up and they never cared whether I varied from it or not. They treated the character sheets as a tool that the game master used, not something which mattered to the players except perhaps in anticipating the game master's responses. Sometimes they would discuss and debate whether something would occur this way or that, but despite being considerably creative (two writing majors, a philosophy/psychology major, a film studies major, and a visual artist), they expected me to make the final decision, and that was that as far as they were concerned -- they weren't about to let me shirk my duty of making the final call. Yet they were not deferring imagination to me nor were they slacking in their creative input and interactions.

Reading Lumpley's quote above, I realize now what was happening :

The Game Master was the game's system.

Not a game mechanics textbook, not dice rolls, not discussion except as moderated by game master whether he/she wishes to be moderator or not.

A game mechanics textbook can not engage in Force nor in Deprotagonization. When the Game Master is the System, to claim that the Game Master is using Force or Deprotagonization is no more rational (and no less rational) than it would be to claim that the die-20 and its roll or the combat matrices or the strength stat is itself using Force or Deprotagonization.

Thoughts?

Doctor Xero

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On 7/22/2004 at 5:56pm, Matt Snyder wrote:
RE: Game Master IS System: One (of many) Types of Gaming

No, the systems was all the players (GM included) assenting to many, if not all of the game master's decisions about framing events, resolution of in game events, etc. Meanwhile, the game master was assenting to requirements by the players of a particular setting, characters, and situation (presumably situation, if the agents did what agents do).

The way you've phrased your language, it sounds as though the game master is the sum total of all system. This is not the case in your example. The game master does make many significant decisions about what happens in the SIS, but every other player does something, too. He or she assents (or does not assent, perhaps). This is part of the system, too. The game master is not the system; all the people agreeing to play in this manner is the system. This is exactly what the Lumpley Principle says.

So, I ask earnestly, what is it you find revelatory in this example? Was this simply freeform roleplaying with a referee?

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On 7/22/2004 at 6:07pm, Doctor Xero wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Matt Snyder wrote: The way you've phrased your language, it sounds as though the game master is the sum total of all system.

An error in my wording, then. Mea culpa.

Matt Snyder wrote: So, I ask earnestly, what is it you find revelatory in this example?

This --

players because they are human can be not only all that is good about humanity but also can be selfishly subjective or invasive or self-absorbed or bullying;

a die-20 and its roll or a strength stat or some combat matrices can not be selfishly subjective nor invasive nor self-absorbed nor bullying because they are not players -- they are tools of the system;

when a game master is seen as another player, yes, perhaps people can argue that because the game master is only human he or she will naturally fall prey to Force and Deprotagonization once given a position of authority (at least, those with cynical views of human nature when it comes to power),

but when a game master is seen as a tool of the system, well, that argument becomes far less viable.

By one common definition of duty, a component of duty is removing oneself from the equation as much as possible except insofar as needed to fulfill one's duties, and nothing more. In certain definitions of game master (NOT ALL!), when duty is properly fulfilled, the game master is a tool of the system by which the players game, and thus fears about force and deprotagonization become non sequiturs except so far as one can be afraid of force and deprotagonization from some dice or from a pencil mark on a character sheet.

It was amusing to me to realize that I had become not so much a fellow player or gamer as I had become an incarnation of a gaming utility. < laughter!>

Doctor Xero

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On 7/22/2004 at 6:26pm, Matt Snyder wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Seems to me that no matter how absolute, pure or whatever any "tool of the system" may be (whether is a die or a human being), the people agreeing how they'll use those tools is what matters. That what system is, people agreeing how they'll use any and all tools to make shit happen in play (I'm using "system" here just as Lumpley Principle does).

Also, I don't see how people seeing the GM as a tool of the system is anything more than a slight obfuscation of the fact that the guy could do something they don't like at any time (deprotagonization, Force, etc.). It doesn't make that argument less viable, it makes the argument less obvious, I think.

Also, how could anyone fear deprotagonization coming from a set of dice or a pencil? That's impossible. It's blaming the messenger. I mean, who wouldn't want to walk out on a GM who uses the following as an excuse for a rotten actual play situation:

"Hey, don't blame me, the dice did it."

That's stupid. He forgot to add "All I did was enforce what the dice said." So, yeah, we can blame him, because he held up a stupid, dysfunctional situation that his players hated and no one had fun doing.

Again, there are NO tools of system in gaming that are not subject to the human beings playing the game. All players must assent before anything happens in the game. This is the Lumpley Principles main point, I believe.

I think your interest in a game in which the game master feels more like a neutral object ignores that the people using that object (i.e. the GM) are still susceptible themselves to all that selfish, subjective, invasive, bullying behavior most folks want to avoid.

This observation doesn't strike me as much more than, "Gee, when a GM acts a certain way, people notice him less, even though our game is just as susceptible as it ever was to dysfunction." What am I missing?

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On 7/22/2004 at 6:38pm, ErrathofKosh wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Force only exists if the Social Contract is violated by the GM's decisions.

The GM is one of the players. System is how those players determine what goes into the SIS. Even if the GM is given all or most of the decision making power, it's how he makes those decisions that is system. He may use any method of DFK, but in your case it sounds like it was mostly Drama.

Cheers,
Jonathan

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On 7/22/2004 at 6:52pm, Doctor Xero wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Matt Snyder wrote: What am I missing?

That the game master doesn't use anything, the game master is used by the players! (in certain types of gaming, that is)

ErrathofKosh wrote: Force only exists if the Social Contract is violated by the GM's decisions.

Good point, one which has been overlooked so often I sometimes forget it.

Matt Snyder wrote: how could anyone fear deprotagonization coming from a set of dice or a pencil? That's impossible. It's blaming the messenger.

And in some types of gaming the game master is the messenger as much as the dice -- and is nothing more.

Matt Snyder wrote: So, yeah, we can blame him, because he held up a stupid, dysfunctional situation that his players hated and no one had fun doing.

Ah, but can we blame her if she upheld a situation specifically because the players demanded she do so? Specifically because her duty was to function as a tool, like dice? To blame her then is a case of blaming the messenger, and it's no more rational than blaming a set of dice.

Matt Snyder wrote: Again, there are NO tools of system in gaming that are not subject to the human beings playing the game. All players must assent before anything happens in the game. This is the Lumpley Principles main point, I believe.

Exactly! That's why the Principle supports my contention.

In the specific sort of gaming about which I write, the game master is not a player, he or she is a tool of system that is subject to the human beings playing the game! In such a situation, the game master is nothing more nor less than the vessel for the expression of the players' collective will.

They are in full control to a degree they could never be if he or she were another player, and thus if they are at all intelligent and perceptive, it becomes nearly impossible for Force or Deprotagonization to occur unless it comes from the players themselves and not from the game master.

Doctor Xero

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On 7/22/2004 at 7:07pm, Valamir wrote:
RE: Game Master IS System: One (of many) Types of Gaming

System is iterative and it is closely tied to the social contract.

Social Contract in this regard is very aptly named, because system is an ongoing constantly renegotiated contract.

In every contract there are 2 parts: An Offer and an Acceptance. That's all that is required to have a legally binding contract. On occassion there is a third part: the Counter Offer.

Common in RPG play is the concept of Negative Confirmation. You don't see this often in contract law directly but it is used frequently in many legal applications. Negative Confirmation simply means "failure to respond to the negative will be taken as acceptance of the positive"


Every single event that ever happens at the RPG table is simply part of this process.

When the GM says "3 agents of the KGB accost you as you try to get into your car" he is making an offer.

When the players respond "I try and delay them so the others can get away" they are 1) making an acceptance through Negative Confirmation of the GM's offer and 2) making an offer of their own.

When the GM says "Ok make an Intimidation Check against Difficulty 10" he is 1) making an explicit acceptance of the player's offer and 2) making an offer on how to decide whether the players desired outcome happens.

When the player picks up the required dice and makes the roll saying "Made it by 2 that's a total success" he is again making an Negative Confirmation acceptance of the GM's offer, and again making an offer of his own. In this case his offer, not explicitly spoken, is to follow the precedent of interpreting "total success" completely in his character's favor.

When the GM says "Ok with total success, you manage to...." he is 1) accepting the player's offer of abiding by the total success precedent and 2) making an offer of what that is going to mean in this instance.


Thats it, thats sytem in action.


I think a large part of the somewhat circular reasoning that I've seen in reference to GM roles and the use of force and such is the result of mistaking "negative confirmation" for lack of participation in System.

Just because the players are not openly challenging the GMs decisions does not mean they are not part of the process. They are still accepting the GMs offers 100% as much as if they were openly saying "yeah ok, I'll accept that"

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On 7/22/2004 at 7:10pm, Matt Snyder wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Umm, ok. I guess your whole point is that GMs can be tools. Crude jokes aside, that's fair enough.

It seems a little like journalism, which I happen to know a thing or two about. Journalists pride themselves on objective reporting. Can they really be 100% objective? Nah, but they strive. Same thing for the GM-as-tool. Inevitably, he won't be just a tool. He'll be a human being prone to things humans do. But, he and his fellow players can strive, I guess. Not my cup of tea, but more power to 'em.

EDIT: Note that when you agreed to me above, you were implicitly agreeing to the fact that deprogtagonization doesn't become impossible. If you're right, it means that only the GM can't deprotagonize. It doesn't prevent Asshole Player A from raining on Victim Player B's parade. Which is why this whole thing seems like TO ME a waste of time. It seems like you're interested in striving to prevent dysfunction from the GM, but admitting it might come along anyway from other players.

I'd be more interested in play that avoids the problems all together for everyone (either via another mode like Narrativism where force ain't gonna happen, or via a better social contract).

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On 7/22/2004 at 7:41pm, ErrathofKosh wrote:
RE: Game Master IS System: One (of many) Types of Gaming

I must disagree with the whole idea, in general, of the GM being a part of system. The difference that I see, which may only be semantic, is that as long as the GM is making decisions about what goes into the SIS, he is a player using the tool of system. Only when he no longer makes decisions, but facilitates their being made, does he become a tool himself.

Example:
If I tell the GM the intent of my character and he makes the decision on whether my character succeeds or fails, he is using system. How he makes that decision is irrelevant.

However, suppose I want my character to do something and another player has his character oppose mine. To determine who wins we must guess the GM's weight. The one who gets the closest without going over wins. I get out the scale... Now I am using system (however silly it might be) and the GM is just a part of it, a tool.

When the GM has the least control is when he is most likely to be a part of system.

Incidentally, I think this may make for an interesting system, say where the GM writes down a number between 1 and 100 or something similar...

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On 7/22/2004 at 7:44pm, TonyLB wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Valamir wrote: In every contract there are 2 parts: An Offer and an Acceptance. That's all that is required to have a legally binding contract.

Doesn't the law require that each party actually receive something (money, service, consideration) from the contract? I thought that's why all of these "free coupons" say in the fine print that they have a monetary value of one billionth of a cent, and why people give away big things (like baseball teams) through the legal fiction of selling them for a dollar.

I know this is nitpicky, but I think it may be usefully nitpicky, since I think the same principle holds importantly in Social Contracts. An explicit social contract that simply claims "The players will assent to GM rulings" is less useful and communicative than "The players will assent to GM rulings in exchange for smooth and uninterrupted play of the game".

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On 7/22/2004 at 8:35pm, Valamir wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Yes, that's called the "Consideration" which I left out of the write up because "Consideration" can be pretty much any thing the parties deem have value.

Since actual play can be deemed to have value, pretty much the whole process has as the built in "Consideration" moving play forward.

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On 7/22/2004 at 10:15pm, M. J. Young wrote:
RE: Game Master IS System: One (of many) Types of Gaming

I'm going to return to Doc's description in a moment; I think I can clarify what's happening there. First, let me step away from it.

When I run OAD&D, I have a stack of rule books on which the game is based; I'm the Dungeon Master. There are two concepts present here: authority and credibility. Authority rests in those books; if anyone wants to know the rules of the game, the books can be referenced as an authoritative statement of those rules. However, credibility rests with me--specifically, I have the credibility to interpret and apply those rules, and in a very real sense (unless there is a serious challenge from the players) those rules mean what I say they mean, and they impact play the way I say they do. If I say that the ground ahead is so steep that it requires a climb walls roll, then it does, because I'm the one who has the credibility to determine how and when the rules apply. That there is such a thing as a climb walls roll, and that it applies to surfaces whose slopes approach vertical, can be derived from the authority of the rules, but the presence of those rules in the book mean nothing until I, the person with the credibility to interpret and apply the rules, say they do.

What seems to be happening in Doc's example is that he himself is the authority (or his system in his own mind is the authority), and he has the credibility to interpret and apply it. Thus in that case he has the function of being an authority (traditionally assigned to rule books) and the function of having the credibility to apply the rules. He doesn't have all the credibility in the game--players are still providing credible statements about character actions--but he does have the credibility to resolve outcomes and to apply rules (and probably also to define situations).

I think the virtue in what Doc describes is his ability to be a good neutral referee; that is, he can be the authority and exercise the credibility fairly without bias. That's distinct from several other types of referees, many of whom can also be quite good--a good oppositional referee has to be able to exercise credibility fairly but with a certain type of bias that makes it possible for him to play against the players while still rendering unbiased judgments on resolutions. A good participationist referee exercises his credibility by taking over all outcomes and bringing the story to its intended conclusion.

So Doc is the authority to whom anyone would have to appeal for a statement of the applicable rule, but he's also the interpreter and applier of the rule, which are distinct roles from being the authority.

--M. J. Young

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On 7/23/2004 at 12:29am, Valamir wrote:
RE: Game Master IS System: One (of many) Types of Gaming

I think that's pretty right MJ.

Where I disagree with Dr Xeno (which I think is the same point Matt does) is here:

Ah, but can we blame her if she upheld a situation specifically because the players demanded she do so? Specifically because her duty was to function as a tool, like dice? To blame her then is a case of blaming the messenger, and it's no more rational than blaming a set of dice.



See, in my business I am obligated to 1) follow fiduciary law, and 2) abide by the terms of the written trust document (more or less a contract).

Fiduciary Law requires me to act prudently in the best interest of the client. The document has its own specific set of instructions.

But see, sometimes the document's specific set of instructions are not prudent. Sometimes the document give us permission to do things that aren't a good idea. Sometimes the document directs us to take direction from a client and the client's direction isn't a very good idea.

Sometimes even the document has language that holds us harmless from liability if following its instructions turns out badly.


Here's the kicker...none of that matters. We are still held responsible and still held liable. We are the professionals, we have a "nondelegable" duty to uphold sound fiduciary principles. Even if the Client demands we do something, even if the document tells us its ok to listen to the client. And even if the document promises we won't be held liable if the client screws everything up...we're still liable.

Its still our fault. We can say all we want "but the document said for us to do X". We can say all we want "but the client demanded that we follow the document". But bottom line, if it turns out badly, we're still to blame and still liable if the action "X" in question was a violation of prudent fiduciary principles which go above the document and above client demands.


I see this as a direct parallel to the GM's roll in running an RPG. The document (rule book) can say anything it likes. But the GM is still bound to abide by prudent fiduciary principles (i.e. the social contract). Even if the players demand that the rule book take precendence, the GM is still very much to blame for violations to the social contract.

He can't cede that responsibility and say "I was only doing what the rule book said" and be validated any more than the courts would let me get away with cedeing my fiduciary responsibility and say "I was only doing what the document said".

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On 7/23/2004 at 11:31am, Christopher Weeks wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Valamir wrote: I see this as a direct parallel to the GM's roll in running an RPG. The document (rule book) can say anything it likes. But the GM is still bound to abide by prudent fiduciary principles (i.e. the social contract). Even if the players demand that the rule book take precendence, the GM is still very much to blame for violations to the social contract.


But it sounds like you're assuming a specific kind of player (or set of responsibilities) in a specific kind of situation when you say "GM" and like Doc is being careful to say one kind of GM in one kind of game. What about a game where all players are equally GM (e.g. Universalis)?

Valamir wrote: He can't cede that responsibility and say "I was only doing what the rule book said" and be validated any more than the courts would let me get away with cedeing my fiduciary responsibility and say "I was only doing what the document said".


This is somewhat off-topic, but many people think that this limitation on the right to ultimately contract with you freely is a bogus infringement of a right nodded to by Article I, Section 10 of the US Constitution and explicated by the supreme court in quotes like "[the individual citizen's] power to contract is unlimited." Certainly any libertarian would consider the legal situation you describe a fault of the system. Now you may not think so, or maybe you don't care because you're just dealing pragmatically with your profession, but if the system you operate under professionally is flawed (as I think) then why should we try to pin analogies from gaming to it?

Chris

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On 7/23/2004 at 12:54pm, Valamir wrote:
RE: Game Master IS System: One (of many) Types of Gaming

But it sounds like you're assuming a specific kind of player (or set of responsibilities) in a specific kind of situation when you say "GM" and like Doc is being careful to say one kind of GM in one kind of game. What about a game where all players are equally GM (e.g. Universalis)?


I don't think that matters to my point. The only difference in this regard between Universalis and a traditional GMing roll is that its even harder to hide behind "what the rules say" because the mechanics make the Offer and Acceptance process so obvious.

I honestly don't think that actual Universalis play is fundamentally different from traditional play, with the exception that in traditional play we've been trained through habit and repitition to not notice the real process that's going on. That's why the Lumpley Principle is at once completely obvious and quite shocking...because it spotlights the actual mechanism that is at work around the gaming table each and every time we play and which we typically don't see because its largely invisible. Universalis just makes that mechanism very visible where usually it is hidden. Its just Crunchy Lumpley...(ewww...why does that phrase generate a gag response...)

Its still an iterative contract process. Its still "If I say X happens, will you buy into it?" each and every time something is said at the table by GM or by player.

Valamir wrote: He can't cede that responsibility and say "I was only doing what the rule book said" and be validated any more than the courts would let me get away with cedeing my fiduciary responsibility and say "I was only doing what the document said".


This is somewhat off-topic, but many people think that this limitation on the right to ultimately contract with you freely is a bogus infringement of a right nodded to by Article I, Section 10 of the US Constitution and explicated by the supreme court in quotes like "[the individual citizen's] power to contract is unlimited." Certainly any libertarian would consider the legal situation you describe a fault of the system. Now you may not think so, or maybe you don't care because you're just dealing pragmatically with your profession, but if the system you operate under professionally is flawed (as I think) then why should we try to pin analogies from gaming to it?

Chris


You can't enforce a contract to committ a crime. If I offer to pay you $10,000 to kill someone and you accept and perform the job, no court would help you collect that money. I don't consider limitations of that sort to be an infringement.

In fiduciary law, acting imprudently is a crime. So in the same vein you can't enforce a contract that lets you do that.

The purpose of fiduciary law is to keep the naive from being abused by the sophisticated...i.e. to protect the less savvy from charlatans and crooks.

Players in an RPG aren't necessarily less savvy than the GM on the whole, but there are parallels. The role of the players who don't have all of the information while the GM has alot of information the players don't know is very similiar to the situation of an unsophisticated client dealing with an expert professional. The ability of the GM to fiddle with things and take advantage of the players lack of knowledge is very similiar to the ability of a professional to take actions the client doesn't know about.

In a shared GM situation this doesn't really change. Its just fragmented.

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On 7/23/2004 at 4:22pm, Doctor Xero wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Vladimir: Wonderfully put application of contract/negotiation to the gaming experience in your first posting to this thread! Cool!

Matt Snyder: You're right that no one can be truly objective. What I was trying to emphasize was how changes in labels of game master ("fellow player" or "system utility") results in differences in group perspective, thereby modifying expectation and interaction.

What I expect from and accept from a utilty differs from what I expect from a fellow player. How I interact with a player will be shaped according to whether I see myself as fulfilling the role of a fellow player or fulfilling the role of a utility. How much of my self I dare invest in my interactions differs according to whether the social contract designates my niche as fellow player or as utility. How my players will treat me when I game mastering changes according to whether they perceive me as a fellow player with whom to jostle and tease or as a game system utility to be made use of as they need it.

That difference is the one which particularly fascinates me!

Errath of Kosh: You write "When the GM has the least control is when he is most likely to be a part of system." I would argue the reverse is also true. And when the game master has little control, accusations of force and deprotagonization become recognizably faulty.

(Based on your handle, I keep hearing in my mind's ear your sign off as *ring tinkle chime* [whispery voice] "Cheers" *tinkle chime* -- or has it begun that I have forgotten something? < grin>)

TonyLB: "I know this is nitpicky, but I think it may be usefully nitpicky, since I think the same principle holds importantly in Social Contracts. An explicit social contract that simply claims "The players will assent to GM rulings" is less useful and communicative than "The players will assent to GM rulings in exchange for smooth and uninterrupted play of the game"." Well put!

M. J. Young: You make some excellent points (at least I think you do).

"Authority rests in those books; if anyone wants to know the rules of the game, the books can be referenced as an authoritative statement of those rules. However, credibility rests with me--specifically, I have the credibility to interpret and apply those rules, and in a very real sense (unless there is a serious challenge from the players) those rules mean what I say they mean, and they impact play the way I say they do." -- you present an interesting parallel between game master and Supreme Court justice, with gaming books the equivalent of The Constitution and the body of legal precedents (I don't recall the technical term for that right now).

I have game mastered as per that model as well, although I am referring to a different model.

"I think the virtue in what Doc describes is his ability to be a good neutral referee; that is, he can be the authority and exercise the credibility fairly without bias. That's distinct from several other types of referees, many of whom can also be quite good--a good oppositional referee has to be able to exercise credibility fairly but with a certain type of bias that makes it possible for him to play against the players while still rendering unbiased judgments on resolutions. A good participationist referee exercises his credibility by taking over all outcomes and bringing the story to its intended conclusion." Exactly! You express it far better than did I.

What is 'OAD&D', by the way? Oriental AD&D or Original AD&D or what?

Vladimir: I will have to disagree with the applicability of your statement about "Fiduciary Law requires me to act prudently in the best interest of the client" in that it applies only if the game master can be seen as parallel to fiduciary lawyers. The same basic concern applies to your statement about "You can't enforce a contract to commit a crime. If I offer to pay you $10,000 to kill someone and you accept and perform the job, no court would help you collect that money. I don't consider limitations of that sort to be an infringement."

In some models, your parallel holds, and in those cases, I would agree with you. I would especially agree with you apropos official Hackmaster, in which mistreated players can turn to a ?higher court? to have a hackmaster lose her or his official credentials to run a game if the hackmaster can be proven to have violated the letter of the rulebooks.

I am trying to present a different model, one which varies from the more common ones treating the game master functionary as judge/moderator/conductor by instead treating the game master functionary as a role taken up by someone willing to suspend her or his humanity in obedience to the will of the players.

Even I don't always follow that model -- but my recognition that such a model of the game master functionary even exists fascinates me, and I wonder about its ramifications.

Keep in mind that in many cultures around the world, the United States ideal of self-expression and individuation as a major goal would seem self-indulgently absurd -- they follow the ideals of complete submersion of the individual within her or his ascribed role. So let's not forget that the idea of transforming from person into role, from individual into functionary, from player into game master, is logical and intuitively "proper" to many cultures which have successfully carried on for thousands of years. (And even in the United States, for decades people have argued that one cause of adultery comes from a married man or married woman privileging his or her individuality over his or her role as spouse.)

Doctor Xero

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On 7/23/2004 at 4:39pm, Matt Snyder wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Doc, that's cool. I see now what you're intrigued by in posting this thread. I haven't really come to my own final conclusions about it, but that's ok, too.

(My reservations are pretty subjective. *I* find that situation generally negative in how people treat their fellow GM as "not a player." But, I can see how, say, Gamists would want that tool without interference from the GM's "human factors.")

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On 7/23/2004 at 4:45pm, ErrathofKosh wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Doctor Xero wrote: Errath of Kosh: You write "When the GM has the least control is when he is most likely to be a part of system." I would argue the reverse is also true. And when the game master has little control, accusations of force and deprotagonization become recognizably faulty.




Perhaps, if you look at it from the players' point of view, when all of the authority and most of the credibility are present in the GM there can be a case made that he is the system. But, in my mind, this must be entirely from the players' point of view!

When you look at from the GM's point of view, he is not the system, he is using a system. Even total Illusionism is system (I invoke the lP, ohm). :)
So, I understand your stance, I just take a slightly different one.

Dr. Xero wrote: (Based on your handle, I keep hearing in my mind's ear your sign off as *ring tinkle chime* [whispery voice] "Cheers" *tinkle chime* -- or has it begun that I have forgotten something? < grin>)


<snicker>

Jonathan

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On 7/23/2004 at 4:52pm, ErrathofKosh wrote:
RE: Game Master IS System: One (of many) Types of Gaming

AS for use in actual play, I really like the idea of the GM being the black box 'round the system, i.e. you just tell the GM what you have in mind and he resolves it without showing off the metagame structure. Of course, this would have to be almost a stated part of the Social Contract. If I were writing rules for such a game, I would make that one of the first ideas introduced.

Maybe, somewhere in my busy schedule, I'll find time to work on something like that. Great post and ideas Doc.

Cheers,
Jonathan

EDIT: BTW, my manners come from my English side. My bloodthirstyness is all Scottish...

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On 7/23/2004 at 5:58pm, Valamir wrote:
RE: Game Master IS System: One (of many) Types of Gaming

I am trying to present a different model, one which varies from the more common ones treating the game master functionary as judge/moderator/conductor by instead treating the game master functionary as a role taken up by someone willing to suspend her or his humanity in obedience to the will of the players.


Interesting.

So you are envisioning a GM striving to be more like the role of the computer in a computer RPG or MMORPG? That the GM's sole effort should be to provide information about the immediate surroundings based on some model of what information can be known and to implement the resolution system as accurately and unbiasedly as a computer tracks results in Everquest or Baldur's Gate?

If so, I'm somewhat puzzled by the purpose. It seems to me that the biggest advantage that table top roleplaying has over computer roleplaying (after the social factor) is that there is a human being able to exert human judgement over elements of play to a degree that no machine has yet acheived.

If you systematically strive to purge that human judgement from the GM's role, then what you have left seems little different from what you'd get with a computer GM except that the human is slower, less well organized, and doesn't come with pretty 3d graphics and flashy spell effects.


In otherwords, in any GMing model where the GM is expected to think like a human I believe my analogy holds.

In a GMing model where the GM is expected to think and act mechanistically (where perhaps my model doesn't hold), I'm left wondering "why not just play a computer RPG?"


BTW: Its been brought to my attention that we are chronically misspelling each others names.

You are Xero with an "r"
I am Valamir with an "a" and no "d"
:-)

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On 7/23/2004 at 7:47pm, M. J. Young wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Doctor Xero wrote: What is 'OAD&D', by the way? Oriental AD&D or Original AD&D or what?

Sorry; I've been thrown by alphabet soup at times, too. The "O" stands for "Original", and I am told that this is the abbreviation Mr. Gygax now uses for what we have been calling "First Edition Advanced Dungeons & Dragons" to distinguish it from AD&D2 and AD&D3E (and now AD&D3.5).

--M. J. Young

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On 7/23/2004 at 8:23pm, Doctor Xero wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Valamir wrote: I'm somewhat puzzled by the purpose. It seems to me that the biggest advantage that table top roleplaying has over computer roleplaying (after the social factor) is that there is a human being able to exert human judgement over elements of play to a degree that no machine has yet acheived.

If you systematically strive to purge that human judgement from the GM's role, then what you have left seems little different from what you'd get with a computer GM except that the human is slower, less well organized, and doesn't come with pretty 3d graphics and flashy spell effects.

I concur . . .

Now, I don't feel dehumanized by the request, because I know that I've been asked to do this as a gesture of deep trust in my fairness with this gaming group, and we've all known each other for three-plus years in the heated intimacy of university life, but still, being told that I am trusted in the same way as a die-20, while a testament to trust, also feels . . . well . . . odd . . . < laughter>

On the other hand, I really do think that one of the major causes of arguments over the likelihood of game master force or deprotagonization or intrusion or whatever comes from multiple models assumed to be the same model :
is the game master just a fellow player, a first among equals? --
is the game master an exalted gamer, with greater authority and import than a player? --
is the game master a human striving to be more like a creative addendum to the game mechanics and system? --
is the game master an auteur director or story leader?

People hold different default models of the game master, yet argue about the game master functionary without ensuring they hold the same model.

Also, this new model intrigues me because it treats the game master as part of a system, less a member of the social group and more the hired help or commissioned performer.

Valamir wrote: You are Xero with an "r"
I am Valamir with an "a" and no "d"
:-)

Ah, so your name has no Transylvanian antecedents, and you weren't making a pun off my name and Zeno's paradox? Wow! No offense given nor taken on this end nor the other, I hope.

Doctor Xero

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On 7/23/2004 at 9:02pm, Valamir wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Ah, so your name has no Transylvanian antecedents, and you weren't making a pun off my name and Zeno's paradox? Wow! No offense given nor taken on this end nor the other, I hope.


Heh, I wish I was clever enough to have thought of that on purpose...

Valamir was an Ostrogoth King who fought in Atilla's army and then led the Germanic coalition against the Huns after Atilla's death. He was the uncle of the more famous Theodoric who defeated Odoacer and conquered western Rome.

In one of those strange and vaguely eerie coincidences, Valamir did send Theodoric to be a hostage in Constantinople...to Emperor Zeno...

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On 7/24/2004 at 7:46am, tani autumnwood wrote:
RE: Game Master IS System: One (of many) Types of Gaming

i read the thread and i'm stumped on how applied contractal law gets applied to the relationship between players and gm. now i'm not criticizing because i have never actually played pen and paper rpg in the place to actually comment on what ought to be the relationship between the players and gm. however, i remember something i read on the topic of jurisprudence, there was a doctrine that says the body of laws as we have now are actually internally inconsistent and therefore all sentences made thus far in history are basically judges making their own laws. not that i necessarily believe in it, but it is something to think about... and gm, from what i have read so far, seem to be considered as a judge. and so i want to ask:

this is especially regarding to valamir's point - that systematically eliminating human judgement from the process constitutes an antithesis to having a human gm - is the judge's purpose to descibe the law and make only deductive judgement from that? or is he in the position to prescribe what is ought to be done? the other question is about the players: do they refer to the gm to describe what is going on or prescribe what is ought be going on? and do the players decided what is to happen that is in the realm of physis (nature) rather than just thesis (artifical stuff, espeically confined to their own actions only)? shouldn't the gm be in the place to decide what is to happen that is in the realm of physis (nature), yet only in the descriptive way, or is it fine to mod physis in a presciptive way - as in descibe nature normatively?

my opinion on the matter is that a gm prescibing what the world "ought" to be doesn't make much sense. since the players in that case would not be exploring the world per se but only exploring the gm's fiat and perhaps his taste. if the players were to involve in prescibing what's in physis, it would even make less sense because then they are not exploring but creating a world - basically an excercise of their fiat in a supernatural context (they are prescribing what ought to be in nature after all). on the other hand, the gm do excercise some judgement but i cannot see why it would be done outside of moderating players behaviour or acting in npcs' proxy. also, i am skeptical about human being necessarily worse in moding if the human judgement is taken out - after all, computers needs programmers and programme are as good as their programmers. in order to program in some set rules for a game, someone has to enumerate the rules that would describe all possible "worlds" that can happen in the game. the problem is that much of our experience are ad hoc impressions rather than some epiphanic realization of some consistent physical laws - so the summation of our experience, which is properly induction, does not let us reliably iterate some form of laws that would allow us to describe all possible worlds. with a human gm, i can envisage how sometimes those ad hoc experience would help to facilitate what would be otherwise missed in a generalized law people created prior to the event. however, i couldn't quite grasp how it can rather be benificial if the gm use this to prescibe rather than descibe the physis of the world.

it is in this sense that i guess i also feel that the gm is only part of the "system" in that its duty is to sort out deductively what the rules describe in any given situation - the gm actualizes the general rules into particular instances.

then again, of course, a pnp rpg session could be understood as a creative process for creating a collective fiction. but i'd think that would preclude activities such as "exploration" since, by definition, fiat would not be something one explores - may be the effects of exercising one's fiat, but not fiat itself.

after saying all that, of course, it may be me that is totally off base here.

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On 7/26/2004 at 5:47am, M. J. Young wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Welcome to the Forge, Tani. You raise some good questions, and I'm not going to attempt to address them all; but a couple of clarifying points might help.

First, in relation to the role of the "GM", a good part of this thread is based on the fact that there is not a single definition of what the role of a GM is, and that such a definition is not possible because that will vary from game to game. It's a bit like asking what are the win conditions in a card game--obviously, that depends on the card game. Around here we tend to refer to "GM Tasks" or "GM Responsibilities" or even "GM Credibility", and then attempt to distinguish the many and varied things that game masters do in role playing games, so that we can consider which tasks necessarily should be in the hands of some sort of game leader and which ones should be distributed among the other players at the table, to best satisfy the objectives of a particular game. Thus in some games referees are going to be fair judges of outcomes, and in another game they're going to be strategic opponents for the players, because the games have different objectives.

In regard to the use of "exploration", it has taken on a rather complicated meaning here which may take a moment to grasp; but if you'll permit I'll attempt to put it in perspective.

We agree that all play involves the creation of events within a shared imaginary space; that is, everyone at the table is attempting to imagine the same thing happening. In most more traditional play, one of those players, called the GM or something similar, describes all the elements of setting, all the antagonists, all the critical points in the situation; the other players each describe the actions of one character. Note, however, that in describing the actions of their characters, those players are creating within the shared imaginary space. Thus exploration is inescapably creation in role playing.

The question that this raises is simple: what are the limits of creation for the various participants in the game? The answer is not so straightforward, however. It relates to levels and types of credibility. To illustrate this, consider the following exchange:

Referee: The room is a bedroom, apparently of a woman.

Player: I walk over to the dresser and look in the top drawer for a scarf or something similar with which I can bandage my hand. While I'm there I'll look at the knick-knacks on the dresser to see what they might tell me about the owner.


Note that the referee said nothing about a dresser, nor about clothes in the dresser, nor about knick-knacks anywhere in the room. The player took the statement that the room looked like the bedroom of a woman and extrapolated from that, creating the dresser, the scarf, and the presence of knick-knacks, all of which are at least highly likely to be in a woman's bedroom.

In some games, that would be outrageous; the player would have to ask the referee whether there was a dresser, and where it was, and whether there was anything on it, whether the drawers opened, and what was in them. In most games, though, it would be taken in stride that the player was acting within the parameters established by the referee.

In some games, the players would have the credibility to go far beyond that, "exploring" the shared imaginary space by creating anything that was appropriate within it. "I look in the top drawer and find love letters; I'm tempted to read them, but for the moment I pocket them."

I hope that helps.

--M. J. Young

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On 7/26/2004 at 10:16am, Noon wrote:
RE: Game Master IS System: One (of many) Types of Gaming

Hi Tani, welcome to the forge.

my opinion on the matter is that a gm prescibing what the world "ought" to be doesn't make much sense. since the players in that case would not be exploring the world per se but only exploring the gm's fiat and perhaps his taste. if the players were to involve in prescibing what's in physis, it would even make less sense because then they are not exploring but creating a world - basically an excercise of their fiat in a supernatural context (they are prescribing what ought to be in nature after all).


This is, in my opinion, like a belief paradigm I had that had to crack so I could move on. Here's an example of why it should crack.

Imagine a group of gamers who don't know that gun powder is basiclly ruined when it gets wet. Their PC's run around with muskets in a swamp, dunking them all day then firing them.

However, they are adhering perfectly to physics as they know it. They can honestly say there is no fiat being used here.

Now, just one of them finds out gun power is ruined when immersed in water. He plays in the game and now he can't honestly say no fiat is being used.

But say he researches further and finds out some gun powders are water resistant and there's a good chance the PC's have been using that all along.

What happens to fiat now? Are they? Aren't they? Are they just making it up, aren't they?

Really, your always working with belief. The GM making it all up doesn't make it more or less a matter of belief, instead his interpretation is more or less to your taste/belief or mine.

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On 8/12/2004 at 6:10pm, Doctor Xero wrote:
RE: Game Master IS System: One (of many) Types of Gaming

At the risk of writing what may appear to be a silly "applause" posting, I make the following comments :

M. J. Young wrote: Around here we tend to refer to "GM Tasks" or "GM Responsibilities" or even "GM Credibility", and then attempt to distinguish the many and varied things that game masters do in role playing games, so that we can consider which tasks necessarily should be in the hands of some sort of game leader and which ones should be distributed among the other players at the table, to best satisfy the objectives of a particular game. Thus in some games referees are going to be fair judges of outcomes, and in another game they're going to be strategic opponents for the players, because the games have different objectives.

I've read a number of efforts in my time at The Forge to clarify the relevance of the innumerable discussions on game master function, and this has to be the clearest explanation I have come across yet! Well done!

M. J. Young wrote:

Referee: The room is a bedroom, apparently of a woman.
Player: I walk over to the dresser and look in the top drawer for a scarf or something similar with which I can bandage my hand. While I'm there I'll look at the knick-knacks on the dresser to see what they might tell me about the owner.


Note that the referee said nothing about a dresser, nor about clothes in the dresser, nor about knick-knacks anywhere in the room. The player took the statement that the room looked like the bedroom of a woman and extrapolated from that, creating the dresser, the scarf, and the presence of knick-knacks, all of which are at least highly likely to be in a woman's bedroom.

In some games, that would be outrageous; the player would have to ask the referee whether there was a dresser, and where it was, and whether there was anything on it, whether the drawers opened, and what was in them. In most games, though, it would be taken in stride that the player was acting within the parameters established by the referee.

In some games, the players would have the credibility to go far beyond that, "exploring" the shared imaginary space by creating anything that was appropriate within it. "I look in the top drawer and find love letters; I'm tempted to read them, but for the moment I pocket them."

Similarly, I've read many efforts in my time at The Forge to explain the variety of possible levels of player-game master interaction when it comes to the creation of the shared imagined space, and again, this has to be the clearest explanation I have come across yet! I wish I had encountered it when I was first struggling to understand the notions of GM-less play and author's stance!

Doctor Xero

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